Medium Undead, Neutral Evil
Armor Class 11 Natural armor
Hit Points 38 (4d8 + 20)
Speed 20 ft.
STR
13 (+1)
DEX
10 (+0)
CON
16 (+3)
INT
8 (-1)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws WIS +3
Damage Resistances Cold, Thunder
Damage Immunities Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages Knows the languages of its creator but can't speak them
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Shadow Construct. The Zombie Zealot counts as a construct for all spells and features that have a different effect on constructs than other monsters. Additionally, any creature that touches its necrotic flesh with an uncovered part of its body, such as hands, horns, or claws, must succeed in a DC 14 Constitution saving throw or take 7 (2d6) cold damage.

Combat Variety. Roll a d6 to determine what weapon the Zombie wields:

  1. Flail
  2. Battleaxe
  3. Greatclub
  4. Longsword
  5. Morningstar
  6. Warhammer
Actions

Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing, 7 (1d8 + 3) bludgeoning, or 7 (1d8 + 3) piercing damage.

Bite (Recharge 5–6). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Whether or not the attack hits, the target must succeed in a DC 14 Constitution saving throw or take 9 (2d6+2) cold damage.

Bonus Actions

As a bonus action, roll a d8. On a roll of 8, the zombie makes an extra Weapon attack.

Description

A Zombie Zealot is a skeletal creature with black sludge for flesh. They are sworn enemies of the living and were created by the smartest Wights as assassins. They will do anything to claim the lives of humanoids.

Habitat: Urban

KingOrc

Comments

Posts Quoted:
Reply
Clear All Quotes